ArticleBMC medical informatics and decision making2019
Falls Sensei: a serious 3D exploration game to enable the detection of extrinsic home fall hazards for older adults.
Article in BMC medical informatics and decision making, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 3 of them syntheses that pooled it.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
13 citing papers in PubMed, 3 syntheses or guidelines pooled it, 33 citations in OpenAlex.
- Pooled it
- Methodological Quality of User-Centered Usability Evaluation of Ambient Assisted Living Solutions: A Systematic Literature Review.International journal of environmental research and public health · 2021Pooled it
- Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review.Frontiers in human neuroscience · 2020Pooled it
- Fall risk perception toolkit based on "digital human" for community-dwelling older patients with stroke: development and validation.BMC geriatrics · 2025Trial
- Using Serious Games to Increase Prevention and Self-Management of Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer.Oncology nursing forum · 2020Trial
- PilOT-Measure: a mobile 3D depth sensing application to support accurate and efficient clinician-led home-based falls risk assessments.BMC medical informatics and decision making · 2025Article
- Serious Gaming for Chemotherapy-Induced Nausea and Vomiting in Older Adults With Cancer: Protocol for a Randomized Clinical Trial.JMIR research protocols · 2024Article
- Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.Current heart failure reports · 2024Review
- Salient Targets and Fear of Falling Changed the Gait Pattern and Joint Kinematic of Older Adults.Sensors (Basel, Switzerland) · 2022Article
- Efficacy of Interventions Based on the Use of Information and Communication Technologies for the Promotion of Active Aging.International journal of environmental research and public health · 2022Review
- Digital Health Promotion and Prevention in Settings: Scoping Review.Journal of medical Internet research · 2022Article
- Use of Virtual Reality Technology to Support the Home Modification Process: A Scoping Review.International journal of environmental research and public health · 2021Article
- Occupational Therapy and the Use of Technology on Older Adult Fall Prevention: A Scoping Review.International journal of environmental research and public health · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 5 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundFalls are the main cause of death and injury for older adults in the UK. Many of these falls occur within the home as a result of extrinsic falls risk factors such as poor lighting, loose/uneven flooring, and clutter. Falls education plays an important role in self-management education about extrinsic hazards and is typically delivered via information leaflets, falls apps, and educational booklets. Serious games have the potential of delivering an engaging and informative alternative to traditional methods but almost exclusively, these are currently delivered as exergaming applications that focus solely on intrinsic falls risk factors. This study presents 'Falls Sensei' a first-person 3D exploration game that aims to educate older adults about extrinsic falls risk factors within the home environment. After presenting Falls Sensei, game usability and older adults' perceptions and attitudes towards using the game in practice are explored.
methodsThis study involved 15 community dwelling older adults. After playing the Falls Sensei game, participants completed a Systems Usability Scale (SUS) questionnaire and post task interview, and follow-up interviews three weeks later. Inductive and deductive thematic template analysis, informed by the Unified Theory of Acceptance and Use of Technology model, was used to analyse the think-aloud, post-task and follow-up interview transcripts. Descriptive statistical analysis and one-sampled t-tests were used to analyse log-file data and SUS responses.
resultsThree high-level themes emerged from the analysis of transcriptions: Performance Expectancy; Effort Expectancy; Social Influence. The SUS score was 77.5/100 which indicates 'Good' levels of usability. Interestingly, reported usability of the game increased with participant age. Participants were positive about the usability of the game (p < = 0.05 for 9/10 items). The most memorable fall hazards were those most commonly encountered in the game or those most challenging to participants.
conclusionsThe results support the use of serious games as an engaging tool for educating older adults about extrinsic falls risk factors. Awareness of home hazard detection was raised by the game, and some older adults became more aware for the need to adapt their own homes after gameplay. Further research would be needed to draw comparisons with established interventions.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.